使用 UserDefaults 在 SKScenes 之间传递字符串

Passing a string between SKScenes using UserDefaults

在我用 Swift 开发的游戏中,我希望玩家能够在类似商店的场景中选择背景,从而更改每个 SKScene 的背景。我正在尝试使用 UserDefaults 来完成此操作,但由于某种原因它无法正常工作。下面是Shop场景的重要代码(我去掉了不相关的代码):

import SpriteKit

class ShopScene: SKScene {

var backNumber = 90
var backRemainder = 0
var background = SKSpriteNode()
var backName:String = "back1"

override func didMove(to view: SKView) {

    background.texture = SKTexture(imageNamed: "\(backName)")
    background.size = self.size
    self.addChild(background)

    let nextButton: NButton = NButton(defaultButtonImage: "next", activeButtonImage: "nextP", buttonAction: nextAction)
    addChild(nextButton)

    let selectButton: SButton = SButton(defaultButtonImage: "next", activeButtonImage: "nextP", buttonAction: selectAction)
    addChild(selectButton)   
}

func selectAction() {

    UserDefaults.standard.set(backName, forKey: "backSaved")

    let sceneToMoveTo = MainMenuScene(size: self.size)
    sceneToMoveTo.scaleMode = self.scaleMode
    let sceneTransition = SKTransition.fade(withDuration: 0.4)
    self.view!.presentScene(sceneToMoveTo, transition: sceneTransition)   
}

func nextAction() {

    backNumber += 1
    backRemainder = backNumber % 3

    switch backRemainder {
    case 0:
        backName = "back1"
    case 1:
        backName = "back2"
    case 2:
        backName = "back3"
    default:
        backName = "back1"
    }

    background.texture = SKTexture(imageNamed: "\(backName)")
}
}

如您所见,当按下 select 按钮时,返回名称被保存。现在,这是主菜单场景的相关代码:

Import SpriteKit

class MainMenuScene: SKScene {

var backName = UserDefaults.standard.string(forKey: "backSaved")

override func didMove(to view: SKView) {

    let background = SKSpriteNode(imageNamed: "\(backName)")
    background.size = self.size
    self.addChild(background)

当按下 'Select' 按钮时,您应该转换到主菜单场景并看到背景是您 select 编辑的那个。但是,当我 运行 这个时,我在白色背景中得到了一个红色的 X。我以前曾使用 UserDefaults 保存分数,但我不明白为什么它在这种情况下不起作用。关于如何使用 UserDefaults 在 SKScenes 之间传递字符串的任何想法?我做错了什么吗?


注意:虽然 Knight0fDragon 的答案被标记为正确,但他的答案适用于在场景之间传递字符串而不是永久保存该值。如果您想传递值并保存它,请查看我的回答。

显然,backName 表现为可选的,因为它可以没有值,因此为 nil。为了使我的代码正常工作,我对 Shop Scene 进行了以下更改:

import SpriteKit

class ShopScene: SKScene {

var backName:String? = UserDefaults.standard.string(forKey: "backSaved")

override func didMove(to view: SKView) {

    if backName != nil {
        backName = UserDefaults.standard.string(forKey: "backSaved")
    } else {
        backName = "back1"
    }

    background.texture = SKTexture(imageNamed: "\(backName!)")
    self.addChild(background)

以及对主菜单场景的这些更改:

import SpriteKit

class MainMenuScene: SKScene {

var backName:String? = UserDefaults.standard.string(forKey: "backSaved")

override func didMove(to view: SKView) {

    if backName != nil {
        backName = UserDefaults.standard.string(forKey: "backSaved")
    } else {
        backName = "back1"
    }

    let background = SKSpriteNode(imageNamed: "\(backName!)")
    self.addChild(background)

我建议不要这样做 UserDefaults,这是为了满足您的应用程序的偏好。而是使用 userData

func selectAction() {

    let sceneToMoveTo = MainMenuScene(size: self.size)
    sceneToMoveTo.scaleMode = self.scaleMode
    sceneToMoveTo.userData = sceneToMoveTo.userData ?? NSMutableDictionary() //This lets us ensure userdata exists
    sceneToMoveTo.userData!["backSaved"] = backName
    let sceneTransition = SKTransition.fade(withDuration: 0.4)
    self.view!.presentScene(sceneToMoveTo, transition: sceneTransition)   
}

然后实现它:

import SpriteKit

class MainMenuScene: SKScene {



lazy var backName:String = {return self.userData?["backSaved"] as? String ?? "back1"}() //This allows us to load backName at the time it is needed, or assign back1 if doesn't exist

override func didMove(to view: SKView) {


    let background = SKSpriteNode(imageNamed: backName)
    self.addChild(background)

请注意,我不确定是不是?需要字符串,不用它试试,看看 Swift 是否可以推断出来